This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

IF i can use the combo on A2 without Steve getting knocked out or hitting himself in it`s confusion (ignore the confusion part if thats not allowed or something), move it to A2 and the SeismicToss to A3.

Hall reffings aren’t supposed to have flavor
Furthermore, I am interpreting your sub as “If Steve has enough energy to use the Combo on A2, then use the combo to A2.” Unfortunately, Steve does have enough energy to use the Combo on A2, and it will not knock Jigglypuff out. The cooldown means that the Close Combat would never go off. And yes, the confusion sub is illegal. A better action set is Cooldown (Seismic Toss)-Seismic Toss Combo-Close Combat, IF hit self in confusion A2, then Seismic Toss Combo A3.

Protip: Seismic Toss is based on the target weight class. Your opponent is Igglytuff. Not the best choice of moves.

“All right then, our opponent seems to have been bewitched by our charm!”
Charm-chill-chill

Crap,i thought it would be able to attack during the cool-down.....oh well,lesson learned.
Though i meant to use the combo only if it would KO,sadly,i forgot to explain that,gotta pay more attention next time,i lost because of that :(

Nature: Sassy (-10% evasion)
Type: Poison
Poison: Poison STAB;immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilites:Stench (Innate):

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold (Innate):

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Poison Touch (DW LOCKED,can be enabled):

This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.